Eye of KGB in Team Play...

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Re: Eye of KGB in Team Play...

Postby SnotlinG » Thu Sep 12, 2013 3:04 pm

KGB,

Added following change due to that you in the mapeditor can set "random allies" on a level 1 ruin.

Lvl 1 ruin:
item: 55%
Gold: 30%
Sage 10%
Allies 5%

Code: Select all
         $allyarray[0] = array();
         $allyarray[0]['numbers'] = array(1);
         $allyarray[0]['armytypeID'] = 12;
         $allyarray[0]['type'] = 'HeavyCavalry';

         $allyarray[1] = array();
         $allyarray[1]['numbers'] = array(1);
         $allyarray[1]['armytypeID'] = 15;   
         $allyarray[1]['type'] = 'Giant';      

         $allyarray[2] = array();
         $allyarray[2]['numbers'] = array(1);
         $allyarray[2]['armytypeID'] = 18;   
         $allyarray[2]['type'] = 'Crusader';
SnotlinG
 
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Re: Eye of KGB in Team Play...

Postby Chazar » Thu Sep 12, 2013 4:51 pm

Wouldn't a Yeti be a better fit for an imprisoned monster as opposed to heavy cavalry?
(from a thematic viewpoint, I dont know about the balance).
Chazar
 
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Re: Eye of KGB in Team Play...

Postby SnotlinG » Thu Sep 12, 2013 6:01 pm

Good point, I forgot about the Yeti. I have now replaced the heavy cav...

Code: Select all
         $allyarray[0] = array();
         $allyarray[0]['numbers'] = array(1);
         $allyarray[0]['armytypeID'] = 31;
         $allyarray[0]['type'] = 'Yeti';

         $allyarray[1] = array();
         $allyarray[1]['numbers'] = array(1);
         $allyarray[1]['armytypeID'] = 15;   
         $allyarray[1]['type'] = 'Giant';      

         $allyarray[2] = array();
         $allyarray[2]['numbers'] = array(1);
         $allyarray[2]['armytypeID'] = 18;   
         $allyarray[2]['type'] = 'Crusader';
SnotlinG
 
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Re: Eye of KGB in Team Play...

Postby magian » Thu Sep 12, 2013 6:58 pm

Chazar wrote:Wouldn't a Yeti be a better fit for an imprisoned monster as opposed to heavy cavalry?
(from a thematic viewpoint, I dont know about the balance).


That statement gave me a flashback of a scene from "Labyrinth" (the old Jim Henson movie). :D
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Re: Eye of KGB in Team Play...

Postby KGB » Sat Sep 28, 2013 7:25 pm

Coming back to this for a second as I update the Wiki.

What formula did you decide on for the ruin guardians for 0.92? I don't see that listed here or is it the same as it currently is.

Also as I look at your formula for extra gold that comes with items I see:

L1: 550-250 = 300 delta. So range is 150-300 extra gold
L2: 1050-500 = 550 delta. So range is 275-550 extra gold
L3: 1550-750 = 800 delta. So range is 400-800 extra gold

But the base gold from ruins is
L1: 200
L2: 400
L3: 800

The maximum amount of extra gold from an item should be the base gold. So the fact a L1 item can come with 300 is too much. It should be 100-200. Same with a L2 being 550. It should be 200-400.

KGB
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Re: Eye of KGB in Team Play...

Postby SnotlinG » Sat Sep 28, 2013 10:25 pm

Guardians are trhe same in version 0.92.

I´ll have to check this gold thing and get back to you!
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Re: Eye of KGB in Team Play...

Postby SnotlinG » Sat Sep 28, 2013 10:41 pm

Just doublechecked the gold-code, and this is what it looks like now:

Code: Select all
   // ----- GET GOLD REWARD -----
   function getgoldreward($ruinlevel)
      {
      if ($ruinlevel == 1){$ming=200;$maxg=400;   }
      if ($ruinlevel == 2){$ming=400;$maxg=800;   }
      if ($ruinlevel == 3){$ming=800;$maxg=1600;   }   


      $extragold    = rand(50,300);
      $extragold    = $extragold*$ruinlevel;
      $amount    = rand($ming,$maxg);
      $amount    = $amount+$extragold;
      $GENERAL2 = "gold#" . $amount;
      return $GENERAL2;
      }


So it means a lvl1 ruin will give:
50->300 + 200->400, i.e. minimum 250, or average 425, or max 700

But i guess we are still a bit high on the extra gold so will have another look at it...
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Re: Eye of KGB in Team Play...

Postby SnotlinG » Mon Sep 30, 2013 12:50 pm

So average gold for ruins are:

Lvl1: 425
Lvl2: 950 (400->800, 100 -> 600 => 500 -> 1400, average 950)
Lvl3: 1725 (800->1600, 150 -> 900 => 950 -> 2500, average 1725)

Looking at these values I dont think we need to modify the extra gold that comes with the items?
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Re: Eye of KGB in Team Play...

Postby KGB » Mon Sep 30, 2013 1:06 pm

SnotlinG,

I'm not looking at the average, I'm looking at the worst case for each ruin. Those numbers are:

L1: 250
L2: 500
L3: 950

The max extra gold from an item can't be more than the worst gold case because you also are getting an item. It should be equal to the worst gold case. The easiest thing to do is increase the 'ming' value for the L1 and L2 ruins to 250 and 450 so that the min gold is now 300 and 550 for L1 and L2 ruins. I think L3 is fine at +800 for the item and the min gold being 950.

KGB
KGB
 
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Re: Eye of KGB in Team Play...

Postby SnotlinG » Mon Sep 30, 2013 2:07 pm

But those item extra gold is the default values.
If we decide some level 1 item is very crappy, we might value it to 100 gold for example. Meaning that ruin would have a max random gold amount of 550-100=450 gold.

Im not sure it is a problem that you in some ruins if you are very lucky could get more gold+item than in a gold ruin if you are unlucky. I mean it is already unfair that some ruins give more gold than others :-)
And if you find a good item, it will have a goldvalue higher than 250, i.e. making it pretty sure that even the worst gold-only ruin will reward more gold than that item/gold ruin...

If we think the gold-only ruins should be slightly increased for lvl2 and lvl3, we can do that, but to make sure they always give more gold than ruins with crappy items we need to increase them a bit too much I think...
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